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Right now we have a fairly hazy picture of what Camelot Unchained will feature at release. We know there will be three realms, it will primarily have RvR with very little PvE, and crafting and player-built housing will be key features. We also know there are around 4-5 classes planned for each realm, and there may be stealth. Past that, it is a bit of a mystery.
All that being said, as little as we know about the game, we probably have a decent idea of what presently is out of scope. This is where stretch goals come in! If Camelot Unchained exceeds its target funding, it will likely have stretch goal targets that will add content/features above and beyond what the minimum funding would allow. What are some stretch goals you would like to see? Be bold - there are no wrong answers!
Myself, I would like to see:
Dynamic Weather System
I would like to see the weather change and have it impact the world. Maybe when it rains the ground is slicker and buildings are harder to scale in a siege? Or, in a storm, maybe water and lightning magic is more powerful? If it is sunny and hot, maybe you cannot run as long? These are some quick possibilities, better ways to use this system would exist.
Full Day/Night Cycle
I believe Mark mentioned this on the forums already. Bring back real nights! EverQuest did this properly; at night, if you did not have a light source or had some sort of special vision (infravision or ultravision), it was truly dark. This was bloody fantastic. I played a Human Paladin and it made the world so much more realistic and, more importantly, dangerous! This would be of great use in RvR. Do you wait to attack at night and use the cover of dark to your advantage?
Better Visual Customizations
Most MMORPGs these days launch with horrible visual customization. Your armour and weapons will look the same for ten levels at a time, only changing their models a few times. They may be reskinned once or twice in those ten levels. Character creation is often stripped down, too. If there is enough funding, I would be quite happy to see some money kicked into great character creation and having equipment look different and great. Being able to create guild symbols to put on tabards and cloaks, and maybe even war banners would be cool, too.
Comments
I agree this is the type of things we should be looking into! :-) I do believe MJ already said that both CU will have a Dynamic Weather System and Full Day/Night Cycle during the GameBreaker interview. Personally, I can't wait for it, since it can effect the gameplay dramatically. I want to see it in all it's glory, including fog you can't even see a foot in front of you!
Anyways, back on track! Better Visual Customizations would be awesome. As a Crafter, I would love to say make a sword, but have like 100 different hilt and blade options to choose from. I would also like tons of dye options!
Another cool stretch goal could be more classes. I am an Altoholic and would love to have more options or maybe have more options in the class. Maybe some interactive in-game features like being able to play a game of chess, checkers, etc on a table in an Inn or being able to play (interact) some instruments, such as lute, lyre, piano, etc in the inn.
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Can't see how guild symbols won't be included. They had them in Dark Age and they really helped guilds identify themselves. Even symbols rendered close to that graphical scale would be better then none.
As for the customizable skins and such, that's all in consideration of framerate. Every visually unique item has to be rendered, so if two players have different hammers, that's twice as much rendering. You can see how fast that would make for a lot of work if everyone had tons of customizable slots.
Good framerates are a clearly stated priority, so we'll have to see how much customization can go in.
Extra Races/Classes
More in depth crafting system
I'm not sure more classes is even the kind of thing where you can just throw more money at it. But if it is, then definitely more classes would be my #1 choice for a stretch goal.
I think I read somewhere that they are planning 3 races per realm at release. Hire a few more artists and double that as a stretch goal.
Day and night cycle sounds pretty easy to program so I would expect that would be part of the initial funding. I just hope the night isn't too dark and/or that there is an in game gamma adjustment. I had to actually bump up gamma in my vid card drivers back when I played DAOC so that my eyes didn't fall out trying to see at night.
Realistic weather... eh. I'm not sure that would really be fun. I'd be okay with it if it were strictly visual I guess. It wouldn't be my choice for a stretch goal though.
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No thanks.
The whole idea behind CU is to do something different for a certain niche of players. PvE + PvP is found in a ton of games already, I really do not see the point of making another. NOT doing PvE is not only a big advantage in terms of a USP, but it avoids the conflict between PvE + PvP and also allows devs to concentrate on getting one thing right... RvR PvP.
Negative.
Also, I want to see the player built keeps/etc fleshed out as fully as possible. Ideally that is part of the current target but if not, let's throw money at it.
One of my favorite things in DAoC was the game's weather and its day/night progressions.
Weather changes did not affect mobility (although things getting slippery when it rains, etc., is a really cool idea!), but heavy rain or mist did affect visibility to some extent...and the weather was also stunningly beautiful, which added a huge amount to the immersive enjoyment of the game. More of that sort of thing would be great - and stronger advantages/disadvantages associated with it would add an interesting note of randomness to strategy. ("Oh, crap, it's starting to rain!")
Sunset in Shannon Estuary
DAoC night was dark and definitely made it easier to stumble over something (or someone) that you didn't want to), but not so incredibly dark that you were walking into trees. I found the nights in EverQuest were too dark for me to do much at all unless I fiddled around with my screen settings a bunch. Admittedly, I am a bit blind, lol, but I liked that DAoC nights were unmistakably night, and made me have to be more careful, but did not incapacitate me (without a light source or some special power).
I also thought the timing of the day/night progression in Dark Age was about right...anyone remember exactly how long the cycle was?
My comment was more sarcastic. Need no lesson about what DaoC was and what "CU" is about.
It will be just an Epic Fail. He should have gone for DaoC 2, he would EASY get Millions over Millions for his project and not for that "dumb" idea hes going now. Not even DF is in.
Bullshit.
Aerowyn's Video Compilation of ALL things Guild Wars 2
I agree that for its time, Dark Age of Camelot had great graphics and good overall visual design. It has aged decently, too. I just started playing it on a new account again for fun, and though the UI is definitely dated, it is still easy on the eyes.
Guild banners that can be raised on the field of battle (only visual effect) too rally or signalize your guilds approach, and shield/chest with guild banner/emblem.
Of course the only effect of this would be the reputation/recognition of the banners and the players reaction to it/psychological effect.
Zorin
Zorinn
Pamela
Graceous
Hyde
DAoC - Prydwen EU
This post would suggest that your sarcasim was seriousness in your head. If you don't like what CU is all about don't back it, play it, or lurk on the boards where mainly people who are excited for this type of game niche post.
Drakonal of Lancelot/Kay
Drakulaz of Mordred
http://www.riskymilk.com/Kujii/Player_Base.wmv (classic guild video alb no cloth group)
I'd like to see a few PvE raids included as an option. I recall fondly how Midgard/Gunievere rallied for a trip to Malmohus and some dragonslaying, or a tour of the Tuscarian Glacier. These events were a good way to get people to join up and get to know one another. It could also be helpful to build realm pride.
/this
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
If we get what we've already been told of, I'll be a happy camper. One thing that isn't RvR related that I always love is housing (done well). I like the idea of having a house and being able to sell my goods there with a vendor. Being able to put my trophies inside my house in nice displays.
I suppose if I had a wish it would be to have a seige equipment much like in the movies LoTR where you have seige towers that you push up to the wall and seige ladders to scale the sides of castles,
What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot
Siege ladders: YES PLEASE.
Nobody wants to sit at the bottom of a wall waiting for the wall/door to fall.
One thing i don't want to see is expanded areas. Lots games expand land areas to fast for populations and lots of dead zones devolop.
I also want the game to be released on time and not expand the time just because extra funding. Other things can be added after release.
What I would like to see is making sure each realm classes are unique. I'm all for expanding classes/abilities as well.
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